For round 2, I was paired into a gentleman with quite possibly the most beautiful Troll army I have ever seen. He quite deservedly won best painted over the weekend, and I was almost too ashamed of my unpainted models to take pictures of this game.

He had Doomie 3 and Horgle 2, and I felt like I couldn't really fight a heavy trade against either of those casters, so I decided to leverage the Wanderer.

He picked Doomie 3, and for this game I chose the Ruin Arcana to, at some moment, ruin a Far Strike or Rush, and also the Fortune's Path Arcana since the Wanderer doesn't really have a hit buff.

I won the roll off and opted to go first - I really want to control where he can and cannot go this game, and I must force him to feat defensively.

Grymkin turn 1:

Hollowmen Apparate, and everything moves up. The Wanderer casts Fog of War and Elusive for free and then charges something.

Road Markers go out, with one positioned very offensively and two quite defensively.

Trollbloods turn 1:

My opponent responds by moving up to just outside of the Neighslayers charge range with everything.

Doomshaper puts a bunch of fury in the Stone, and casts Implacability so that my Gorehounds don't get any funny ideas.

Grymkin turn 2:

Time to start messing things up! The Wanderer ports forward, the Hollowmen apparate, and I upkeep Fog of War.

I get a pair of large CRAs into Mulg, follow that up with a Gorehound charge which dings up Mulg and spawns a whelp. The Second attack from the Gorehound goes into the Whelp and then it sprints behind Mulg to engage him and the Axer.

Longfellow moves up and does his thing, and Mulg is down about a third of his health by the time the dust settles.

My other Gorehound goes way the heck back on the right, and everything else sort of shifts up.

The Wanderer sits in the middle of the table, casts Star-Crossed and camps a couple.

Trollbloods turn 2:

My opponent commits Janissa and the Axer to killing the Gorehound, which does, in fact, die.

He has the Bomber lob some shots at my Cage Rager, one of which misses and drifts onto Agrona :/

His Blitzer misses his two shots thanks to a combination of Fog of War and Star-Crossed.

Doomie feats and feeds the stone.

Mulg runs, but can't get into the left zone and stay in the Krielstone Aura.

Grymkin turn 3:

Time to be evil. I leave the Wanderer where he is and upkeep Fog of War.

Everything apparates.

Now, I can easily get Heidrun into Mulg, but I have to kill the Neighslayer next to her for it to work, so a Crabbit comes into its back arc and boosts hit and damage.

On the right, Hollowmen move up, but fail to kill enough Krielstone members to drop the Aura off of Mulg. They do get a Dhunian knot though. The Neighslayers move up behind them.

The left Hollowmen all move into the left zone and do a 10-man CRA into Mulg for a net total of a few damage.

Heidrun charges him and Grievously Wounds the beast. Three Neighslayers charge in and finish him off.

Longfellow moves up and makes Janissa tough, which she passes.

I move my Rager back as a transfer battery and as a late game beater, and then place a Road Marker behind it.

I score a point in the left zone.

Score: 1 - 0Advantage Grymkin

Trollbloods turn 3:

My opponent has overdone his fury, and the Bomber frenzies.

His Axer comes whirling in to thresher my dudes, but since Star-Crossed is up, he misses about half of them.

Janissa comes in and kills off Heidrun.

Doomshaper moves over and casts Implacability again.

His Blitzer murders some Hollowmen in melee, but he misses one of his attacks and now cannot Rush his Mauler with anything so I trigger Fortune's Path. The Mauler cannot get to the Wanderer with the Rubble in the way, so it just moves up as well.

Score: 1 - 0Advantage Grymkin

Grymkin turn 4:

I'm really only able to get a bead on his Blitzer this turn sadly. All of the Neighslayers in the left zone murder the Axer, and then my Witchwood ports up and shoots his Krielstone leader, forcing it to walk five inches away from his buddies and turn around.

The Glimmer Imp charges Janissa, just needing to do one damage to force her to tough. He hits, she toughs.

My left Hollowmen kill and remove from play the Stone Bearer, so he does not get to promote it. They then pour shots into Janissa, who toughs 4 more times before dying.

The Wanderer aims and sprays the Blitzer, casts Star-Crossed and Elusive, and sits there.

Three Neighslayers come in and murder the Blitzer.

My right hand Hollowmen put some shots into the Bomber, and my Gorehound runs to engage it from behind and also to engage his last Dhunia Knot.

I found the non-game state image very funny, so I took a picture to share with you guys.

I score again.

RUN AWAY!!!!!!

Score: 2 - 0 Advantage Grymkin

Trollbloods turn 4:

Doomshaper pops the Signs and Portents scroll and kills the Gorehound. (The Reason the Wanderer popped back to his back Road Marker a couple turns ago was because of the Lamentation Scroll).

The Mauler kills the tree, and the Bomber kills some dudes. His Krielstone members run and charge, contesting the left zone.

Score: 2 - 0Advantage Grymkin

Grymkin turn 5:

I don't need the Beacon on the Mauler to get my Neighslayers there, but if I beacon the Bomber, I can get my Cage Rager into it.

Hollowmen on the left and right apparate. The left ones kill all of the Krielstone.

The left Neighslayers charge in and leave the Mauler on about 5 boxes.

I send the other three Neighslayers in, one at the Bomber (careful to stay out of 1 inch melee) and the other two at the Mauler, which dies.

Now that their activation is over, they no longer have two inch reach, so the Bomber is unengaged and I put a CRA into it.

The Wanderer sprays it and puts up Star-Crossed. The Cage Rager charges in and kills it, and I move a Crabbit into the middle zone to take it.

I score three more for the win.

Post-Game Thoughts:

I felt like my list was very advantaged here. I had a lot of tech for his list just in my casters spell list, and I also had some pretty rude anti-troll tech in the Twilight Sisters and the Witchwood.

Neighslayers continue to surprise me with how much damage they can put out (largely because my first game with them at Lock and Load they couldn't kill anything so I'm now biased), and Hollowmen might be my favorite unit in the entire faction other than Mad Caps.